Abstract

Many educators have chosen to use board games to enhance the way of delivering course contents. A board game will help students understand an education concept quickly through experiential learning, where they manage and solve problems in a real situation. This study is focusing on the evaluation of a board game, namely Global Zakat Game (GZG) as an edutainment tool among various levels of users at learning institutions in Malaysia. The respondents were purposively selected from a Malaysian national competition organized at Islamic Science University of Malaysia (USIM) on 8 November 2017. A questionnaire was distributed among 235 participants from various levels of learning institutions during the national event to evaluate the practical use of GZG as an edutainment tool in increasing their understanding on Zakat theories and practice. The result indicated that the use of GZG as a Zakat edutainment tool has a positive impact on users and players as it helps them to learn more about Zakat theories and practice between high (4.65) and moderate high (3.95) of mean scores. Most of the respondents mentioned that they enjoyed playing GZG as it involves experiential learning and learning by doing.

Highlights

  • In an effort to educate the young generation, various educational tools have been introduced in this challenging environment, as these materials have been designed to facilitate students in understanding a learning subject

  • The main purpose of this study is to evaluate the Global Zakat Game (GZG) as edutainment board game in enhancing zakat education in Malaysia among 235 participants from various levels of learning institutions during a national event

  • Evaluation of Physical Features of Global Zakat Game (GZG) Table 5 indicates the evaluation of physical features of Global Zakat Game (GZG) among users. 13 items were evaluated consisting of various aspects of the physical features in this board game

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Summary

Introduction

In an effort to educate the young generation, various educational tools have been introduced in this challenging environment, as these materials have been designed to facilitate students in understanding a learning subject. The use of educational games have attracted researchers’ attention from around the world and perceived as an integrated tool within the teaching and learning process [2,3,4,5,6] with various terms such as ‘game-based learning’ or GBL [7], ‘edutainment’ and ‘serious games’ [8] and gamification [9]. Gamification in the field of education can be understood as a process of applying elements of the game in conveying knowledge to students.

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